<?xml version="1.0"?>
<doc>
    <assembly>
        <name>SMLEngineUI</name>
    </assembly>
    <members>
        <member name="T:SmlEngine.UI.Screens.Screen">
            <summary>
            A simple drawable component. This is managed by a ScreenManager and 
            should be the most basic component able to be drawn to the screen.
            Multiple screens can be layered to produce complex effects.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.Initialize">
            <summary>
            Initializes ScreenManager-controlled resources.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.LoadContent(Microsoft.Xna.Framework.Content.ContentManager)">
            <summary>
            Load graphics content for the screen.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.UnloadContent">
            <summary>
            Unload content for the screen.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.Update(Microsoft.Xna.Framework.GameTime,System.Boolean,System.Boolean)">
            <summary>
            
            </summary>
            <param name="gameTime"></param>
            <param name="hasFocus"></param>
            <param name="isCoveredByAnotherScreen"></param>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.UpdateTransition(Microsoft.Xna.Framework.GameTime,SmlEngine.UI.Screens.TransitionState,System.TimeSpan)">
            <summary>
            Updates the scren transition.
            </summary>
            <param name="gameTime">The current GameTime, providing elapsed timing values.</param>
            <param name="state">
            The direction to update the transition.
            </param>
            <param name="time"></param>
            <returns></returns>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.UpdateScreens(Microsoft.Xna.Framework.GameTime)">
            <summary>
            
            </summary>
            <param name="gameTime"></param>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.HandleInput(SmlEngine.UI.Managers.InputManager)">
            <summary>
            Allows the screen to handle user input. Unlike Update, this method
            is only called when the screen is active, and not when some other
            screen has taken the focus.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Screens.Screen.Draw(Microsoft.Xna.Framework.GameTime)">
            <summary>
            This is called when the screen should draw itself.
            </summary>
        </member>
        <member name="T:SmlEngine.UI.Controls.Button">
            <summary>
            Unfinished
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Managers.ScreenManager.#ctor(Microsoft.Xna.Framework.Game,System.String)">
            <summary>
            Constructs a new ScreenManager from the specified game.
            </summary>
            <param name="game">The game to get values such as content from.</param>
            <param name="fontLocation">The location of the default font.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.ScreenManager.Initialize">
            <summary>
            Allows the game component to perform any initialization it needs to before starting
            to run. This is where it can query for any required services and load content.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Managers.ScreenManager.Update(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Allows the game component to update itself.
            </summary>
            <param name="gameTime">Provides information about timing values.</param>
        </member>
        <member name="T:SmlEngine.UI.IScene">
            <summary>
            Defines a 'Scene' object, which can be placed inside a 'Screen' object.
            </summary>
        </member>
        <member name="T:SmlEngine.UI.Menus.MenuScreen">
            <summary>
            Base class for screens that contain a menu of options. The user can
            move up and down to select an entry, or cancel to back out of the screen.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuScreen.#ctor(System.String)">
            <summary>
            Constructor.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuScreen.HandleInput(SmlEngine.UI.Managers.InputManager)">
            <summary>
            Responds to user input, changing the selected entry and accepting
            or cancelling the menu.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuScreen.OnSelectEntry(System.Int32)">
            <summary>
            Handler for when the user has chosen a menu entry.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuScreen.OnCancel">
            <summary>
            Handler for when the user has cancelled the menu.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuScreen.UpdateMenuEntryLocations">
            <summary>
            Allows the screen the chance to position the menu entries. By default
            all menu entries are lined up in a vertical list, centered on the screen.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuScreen.Update(Microsoft.Xna.Framework.GameTime,System.Boolean,System.Boolean)">
            <summary>
            Updates the menu.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuScreen.Draw(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Draws the menu.
            </summary>
        </member>
        <member name="P:SmlEngine.UI.Menus.MenuScreen.MenuEntries">
            <summary>
            Gets the list of menu entries, so derived classes can add
            or change the menu contents.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewKeyPress(Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Indicates whether a specified key is newly pressed in the current frame.
            </summary>
            <param name="key">The key to check for a new press.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewKeyRelease(Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Indicates whether a specified key is newly released in the current frame.
            </summary>
            <param name="key">The key to check for a new release.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsToggleKeyPress(Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Indicates whether a specified key is newly toggled in the current frame.
            </summary>
            <param name="key">The key to check for a new toggle.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewLeftMouseClick">
            <summary>
            Indicates whether the left mouse button is newly pressed in the current frame.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewRightMouseClick">
            <summary>
            Indicates whether the right mouse button is newly pressed in the current frame.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewGamePadButtonPress(Microsoft.Xna.Framework.Input.Buttons)">
            <summary>
            Indicates whether a specified button is newly pressed in the current frame.
            </summary>
            <param name="button">The button to check for a new press.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewGamePadButtonRelease(Microsoft.Xna.Framework.Input.Buttons)">
            <summary>
            Indicates whether a specified button is newly released in the current frame.
            </summary>
            <param name="button">The button to check for a new release.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsGamePadToggleButtonPress(Microsoft.Xna.Framework.Input.Buttons)">
            <summary>
            Indicates whether a specified button is newly toggled in the current frame.
            </summary>
            <param name="button">The button to check for a new toggle.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewGamePadButtonPress(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.PlayerIndex)">
            <summary>
            Indicates whether a specified button is newly pressed in the current frame.
            </summary>
            <param name="button">The button to check for a new press.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewGamePadButtonRelease(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.PlayerIndex)">
            <summary>
            Indicates whether a specified button is newly released in the current frame.
            </summary>
            <param name="button">The button to check for a new release.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsGamePadToggleButtonPress(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.PlayerIndex)">
            <summary>
            Indicates whether a specified button is newly toggled in the current frame.
            </summary>
            <param name="button">The button to check for a new toggle.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewKeyMapPress(SmlEngine.UI.Input.KeyMap)">
            <summary>
            Indicates whether a specified KeyMap is newly pressed in the current frame.
            </summary>
            <param name="key">The KeyMap to check for a new press.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsNewKeyMapRelease(SmlEngine.UI.Input.KeyMap)">
            <summary>
            Indicates whether a specified KeyMap is newly released in the current frame.
            </summary>
            <param name="key">The KeyMap to check for a new release.</param>
        </member>
        <member name="M:SmlEngine.UI.Managers.InputManager.IsToggleKeyPress(SmlEngine.UI.Input.KeyMap)">
            <summary>
            Indicates whether a specified KeyMap is newly toggled in the current frame.
            </summary>
            <param name="key">The KeyMap to check for a new toggle.</param>
        </member>
        <member name="T:SmlEngine.UI.Menus.MenuEntry">
            <summary>
            Helper class represents a single entry in a MenuScreen. By default this
            just draws the entry text string, but it can be customized to display menu
            entries in different ways. This also provides an event that will be raised
            when the menu entry is selected.
            </summary>
        </member>
        <member name="F:SmlEngine.UI.Menus.MenuEntry.selectionFade">
            <summary>
            Tracks a fading selection effect on the entry.
            </summary>
            <remarks>
            The entries transition out of the selection effect when they are deselected.
            </remarks>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuEntry.OnSelectEntry">
            <summary>
            Method for raising the Selected event.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuEntry.#ctor(System.String,System.Action{SmlEngine.UI.Menus.MenuEntry})">
            <summary>
            Constructs a new menu entry with the specified text.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuEntry.Update(SmlEngine.UI.Menus.MenuScreen,System.Boolean,Microsoft.Xna.Framework.GameTime)">
            <summary>
            Updates the menu entry.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuEntry.Draw(SmlEngine.UI.Menus.MenuScreen,System.Boolean,Microsoft.Xna.Framework.GameTime)">
            <summary>
            Draws the menu entry. This can be overridden to customize the appearance.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuEntry.GetHeight(SmlEngine.UI.Menus.MenuScreen)">
            <summary>
            Queries how much space this menu entry requires.
            </summary>
        </member>
        <member name="M:SmlEngine.UI.Menus.MenuEntry.GetWidth(SmlEngine.UI.Menus.MenuScreen)">
            <summary>
            Queries how wide the entry is, used for centering on the screen.
            </summary>
        </member>
        <member name="P:SmlEngine.UI.Menus.MenuEntry.Text">
            <summary>
            Gets or sets the text of this menu entry.
            </summary>
        </member>
        <member name="P:SmlEngine.UI.Menus.MenuEntry.Position">
            <summary>
            Gets or sets the position at which to draw this menu entry.
            </summary>
        </member>
        <member name="P:SmlEngine.UI.Menus.MenuEntry.Selected">
            <summary>
            Event raised when the menu entry is selected.
            </summary>
        </member>
        <member name="T:SmlEngine.UI.Screens.ScreenState">
            <summary>
            Describes the current screen state.
            </summary>
        </member>
        <member name="F:SmlEngine.UI.Screens.ScreenState.TransitionOn">
            <summary>
            The screen is currently transitioning on. 
            </summary>
        </member>
        <member name="F:SmlEngine.UI.Screens.ScreenState.Active">
            <summary>
            The screen is currently visible and can recieve input.
            </summary>
        </member>
        <member name="F:SmlEngine.UI.Screens.ScreenState.TransitionOff">
            <summary>
            The screen is currently transitioning off.
            </summary>
        </member>
        <member name="F:SmlEngine.UI.Screens.ScreenState.Hidden">
            <summary>
            The screen is not visible and cannot recieve input.
            </summary>
        </member>
        <member name="T:SmlEngine.UI.Screens.TransitionState">
            <summary>
            Describes the current screen transition state.
            </summary>
        </member>
        <member name="F:SmlEngine.UI.Screens.TransitionState.On">
            <summary>
            The screen is currently transitioning on. 
            </summary>
        </member>
        <member name="F:SmlEngine.UI.Screens.TransitionState.Off">
            <summary>
            The screen is currently transitioning off.
            </summary>
        </member>
        <member name="P:SmlEngine.UI.Screens.ScreenGroup.Length">
            <summary>
            Returns the zero-based length of the screens stored in this group.
            </summary>
        </member>
    </members>
</doc>
